[HN Gopher] My Steam Game Revenue Stats
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       My Steam Game Revenue Stats
        
       Author : donislawdev
       Score  : 41 points
       Date   : 2021-07-23 19:51 UTC (3 hours ago)
        
 (HTM) web link (donislawdev.com)
 (TXT) w3m dump (donislawdev.com)
        
       | pengaru wrote:
       | The market is far too crowded to rely entirely on the steam store
       | for your exposure.
       | 
       | I'd like to know what the numbers are like for indie devs with
       | their own twitch channel who constantly stream the development
       | process, establishing a fan base throughout the year(s) of
       | development before releasing on steam.
        
       | Tarsul wrote:
       | As far as I know we users cannot see how many sales a game has
       | from steam, so I very much appreciate the creator telling us. I
       | often try to judge from the number of reviews if a game has made
       | at least a few thousand bucks. This game here has 19 reviews with
       | 420 sales, which means that 4,5% of all people have reviewed the
       | game, which is more than I expected (I expected a ratio of about
       | 1%). But this means that probably other games that have only a
       | few dozen reviews have sold comparably (poorly).
       | 
       | As an aside, me personally, I don't like early access games; I'd
       | rather wait till the game is finished. I'm probably not the only
       | one thinking like that. So I find it difficult to guess how
       | different the sales projectory would be if it didn't have the
       | "early access" status, but with any luck the creator will tell us
       | once he has released V1.0 :)
        
         | chills wrote:
         | Steamdb[1] gives some info on concurrent players, but only
         | estimates for owners. Looks like they estimate number of
         | reviewers between 5-15%.
         | 
         | [1]: https://steamdb.info/app/1404560/graphs/
        
         | jonshariat wrote:
         | When I wrote my book, they did an early access thing at it was
         | terrible. I was still understanding where to take my book and
         | iterate and I was getting people telling me it sucked. Uh ya,
         | its not finished at all yet, just v1!
         | 
         | Not a fan. I mean I get Betas and access to things say a month
         | or so before launch. But not during active development.
        
           | Hammershaft wrote:
           | I mean, a book is a predefined narrative that you experience
           | once sequentially! Much less suited to open iterative
           | development than a game.
        
         | DrJokepu wrote:
         | If it's a game I'm excited about, I sometimes buy the early
         | access to support the developers pre-release and only play it
         | once it's done.
        
       | flaque wrote:
       | There's an interesting GDC talk about this for folks who are
       | curious: https://www.youtube.com/watch?v=WycVOCbeKqQ
        
       | evo_9 wrote:
       | "In terms of cash, it was not worth it, if we count costs
       | (without time) + taxes, then the "earnings" from those $632 will
       | be lower than 0. I had lost the cash, the first month is mostly
       | the "best" month of sales, so my next month's sales will be worse
       | and worse, maybe a few % of my first month. Someone might be
       | curious why I'm still keeping early access, working on the game,
       | to be honest, I don't believe in some magic "boom" and millions
       | of players, I'm just fixing bugs, adding new things because...
       | People have paid for the game :-} I could drop it because Yerba
       | Mate Tycoon generated cash loss (working more on it, generate
       | bigger losses). But people paid for it, it got some players, so I
       | will work on it :-} I know that some developers drop in that
       | situations game, it's a logical step from a business side, but
       | it's against my work ethic. I never promised huge things, but I
       | have to finish what I started."
        
         | jay_kyburz wrote:
         | You can't really make a super niche game and expect it to sell
         | well. Nobody knows what Yerba Mate is. Nobody is searching for
         | Yerba Mate.
         | 
         | Also, the video is funny, but it really doesn't tell us
         | anything about what you do. It doesn't show us the consequences
         | of any of your decisions.
         | 
         | Anyhow, I wish the developer all the best. I hope sales to pick
         | up and that they enjoyed making the game.
        
       | cinntaile wrote:
       | Why do you want to make an iOS/Android version when the game
       | isn't very popular right now? You mention the competition will be
       | a lot higher so why do you think it will be worth it?
        
       | hsbauauvhabzb wrote:
       | Don't downplay the value to you in fixing bugs, customer support
       | etc. you'll be better equipped when you release a title that is
       | successful.
        
         | imtringued wrote:
         | It's also easy to burn bridges by canceling early access games.
         | The vast majority of people should stay away from early access
         | games by default because of the risk that the game remains
         | unfinished.
        
       | thrdbndndn wrote:
       | >the first month of Steam early access (15.06 to 15.07 June/July)
       | 
       | This is very confusing
        
         | yreg wrote:
         | How is it confusing? 15th of June to 15th of July.
        
           | Andrew_nenakhov wrote:
           | People in _some countries_ are accustomed to using a very
           | weird mm /dd date format, probably that's the case here?
        
         | smolder wrote:
         | It's the euro DD before MM style of date writing.
        
       | techrat wrote:
       | The game is far, far too much of a niche style game for it to
       | even be all that popular, IMHO. I'm not quite sure what the Dev
       | here expected to happen. It's also Early Access and it's fair to
       | say that unless a game has broad appeal (which shop simulators
       | don't) and hype (definitely not in this case), people tend to
       | stay away from Early Access games from unknown developers with
       | insubstantial catalogs. I know I do, been burned enough times.
       | 
       | I'm not saying 'feel bad', here... more along the lines of 'lower
       | your expectations'. Unless you have a big publishing house
       | backing you, marketing money being spent, your first title isn't
       | going to be profitable... and that's before you consider the type
       | of game it is.
        
         | ManBlanket wrote:
         | He could yet get another bump in sales from a 1.0 release, but
         | you're right the stars are just not aligned to make Yerba Mate
         | Tycoon an indie smash. This was not necessarily a story of loss
         | though. Taking a project all the way to release is a feat, and
         | his attitude toward finishing the game, not to mention
         | supporting it after release is commendable. All this seems like
         | it helps position the developer to solicit publishers for
         | future projects, convince others to work with him, and even
         | help sway potential buyers of future projects. Not to mention
         | it's a critical learning experience, feedback like yours is
         | very helpful. All things considered pretty successful for a
         | first game. This dude definitely has the potential to turn a
         | profit in the future.
        
           | tekromancr wrote:
           | Tenth game, according to the post
        
       | bogwog wrote:
       | > At launch, I was selling my game for $3.5 (10% discount), then
       | the price went back to the full price of $4.
       | 
       | Why would you launch with a discount?
        
         | avereveard wrote:
         | It has become customary for early access titles to have an
         | early bird discount
        
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       (page generated 2021-07-23 23:00 UTC)